Identifying Opportunities
This, too, can be a tricky subject to discuss, but it is incredibly important nonetheless. We can redefine this as "seizing the tempo gain". If you are a newer player, Tempo is the pace of the game. IF your opponent is acting faster than you can react, chances are he is winning. If you are making him react to your actions, chances are you are winning. But how do we know WHEN to take advantage of his reactions? The answer, again, first begins with knowledge of the card pool.
If you opponent spends his quick action dispelling an enchantment you have placed on him or one of his creatures, you have gained a tempi (single unit of tempo, as seen in chess). If he spends a full action running two spaces away from you, you have gained two tempi. Now, where knowledge of the card pool comes in, is to know when he is using a card as a reaction, and when he using a card as an action. This can only come with playing game, but it is important part of learning the game, and should not be taken lightly.
After you have figured out if you are ahead in Tempo, or at a loss in Tempo, is how you will decide to react. It is tricky to get this timing just right, and if you can't, there are certain cards you can to ensure that you will be at a tempo gain. One of these cards, of course, is Teleport, as it allows you free actions with your creature without having to move him into position. Another grand card is Tangle vine, and undervalued card that can really punish the Mage for not having any more teleports, or staying in the wrong place at the wrong time for too long. You can also use walls to help you stop the opponent's movement to or from you.
But where this whole rule applies is when you do have the Tempo. Identifying Opportunities simply means identifying how you can best damage and stop the enemy’s movement through opponent's own play. A trick I like to do is keep the mage close mid way through the game and start holding battle fury in hand every round, so when I do get the opportunity to strike with 10 dice, I take that as fast as I can. Punish the mage for not moving out of a dangerous zone, or making a hasty attack. These are free hits, and will only do more to push the tempo gain in your favor. Identifying mistakes in opponent's play is relatively easy as well. Look at what they are doing. Does it coincide with what their perspective is? No? Seize that. These small, advantageous opportunities may not seem like much, but they mean the difference between winning and losing a game of Mage Wars.
Leveraging Probability
It seems unlikely that you can use probability to your advantage when playing this game, as the only "random" factors in the game are dice, but this term applies to the human psyche as well, using basic sociology, you can determine with some amount of accuracy, what the opponent has in their spell book in regards to meta and defense, and how you can use that in your favor.
Look at the opposing mage, and think to what they specialize in. Chances are they will have more of that particular card in their spell book than the other mages. Now, look at what threat you are trying to pose on that mage. Examine all possible defenses to that card, and weigh out those options according to spell point cost. The more the spell point cost is, the less likely they will have an answer to the problem. This may not always be the case, so, you can also look at the number of copies they have played of a particular card. For example, I will often save my regrowth belt until I have seen at least one copy of dissolve out the opponent. This will let me know that in all likelihood that they will only have one more copy, and wasting it on the belt will ensure victory. Another tactic you can employ in regards to figuring out the opponent's defense is examining the number of spell points your opponent has used throughout the game. This will help you in figuring out if they can defend well against your threat or not.
This, consequently, also means that you should preemptively put different answers than typical ones in your own spell book that will come as a surprise to the opponent. Remember, keeping the opponent out of their own thought out game as much as possible is an incredibly strong strategy, as it forces them to react without knowing the outcome.
I do not want to simply blow off looking at probabilities of dice, but there will be no tables here to pull apart different attacks and their effectiveness. Instead, I want to talk about the effects die. You want to put that die in as much your favor as possible. For this reason, including cards that don't proactively deal out the effect you hope to hit will not help your spell book in any way, it will only hinder it. Stun is a great example. Having one attack card that may stun your opponent will do nothing but play a 1/6th chance in your success. I aim to have at least 8 cards that stun if I want to go that route, and I will build my strategy around proactively taking advantage of stunning as possible. This is taking full advantage of the Bell curve as it applies to the dice roll, and gives me every opportunity in the world to stun the opponent and grab the tempo from it.
Minimizing Mistakes
What a loaded rule! It automatically assumes that you will make mistakes, which can be a terrible blow to the egotistical or competitive person, but every gamer will have to face this fact one day or another. You will make mistakes, and you will lose. There is no way around it. The World Champion of Chess in 1997 was Garry Kasparov, and in a game deciding mistake, he lost the second game in deciding 6 round match between him and a computer entitled Deep Blue, which ultimately lost him the match. Even the best players in the world make mistakes, and minimizing those is your only hope to not making enough of them to lose you the game outright.
How do we do this, though? By thinking. A lot of newer players (and veterans, even) make the mistake of playing the first move they see, the first attack they can make, or the first defense they think of. This often leads to disastrous results. By simply out thinking the opponent, Go masters, for example, can win games with up to an 18 point handicap! We need a systematic and logical approach to thinking that we can always follow if we how to minimize the mistakes made when playing.
When planning during the ready phase, do more than just pick out two cards that you can cast. First, think about the board position. What two cards are the best cards in your spell book for that particular board position against that particular opponent? After thinking and picking those two cards, do it again. And then, after you have done that, think about how the opponent would react to those cards, and if they would keep an answer in hand. If not, then you have the two cards you were looking for. If so, pick two different cards. After you have done that, think about what the opponent will do on his turn. Do you need to react? Do you have the cards in hand to react appropriately with? If not, go and get those cards, and add them to the two cards you have now. Pick two of those, and then reevaluate the board position. If they are not the best picks, repeat the process. Next, plan out exactly what you are going to do on your turn. EXACTLY. Move for move. This will make up for the lost time you had while thinking, but it will also allow you to better react to what the opponent does, as we get caught changing our minds too often when shouldn't while making tactical moves during gameplay. IF your reaction is not better than your planned out move, DON'T MAKE THAT MOVE. I put this in all caps so that hopefully your brain doesn't trick you into making the mistake anyways. Any reaction you have to the opponent's move must be a better move than the one you had planned out, or it is a mistake, and they can capitalize on it. Don't give them the pleasure; think about what you are going to do before you do it.
As well, think about your spell book. A lot of times, players will make mistakes when spell book building, and not have the correct reaction cards during gameplay. Part of this can only come through gameplay, but part of it can come from simple application of logic when spell book building. Don't have a lot of nasty friendly enchantments? Do you really need that shift enchantment? Don't plan on having a lot of mana? Then why the 1 dispel and 1 destroy magic? These may seem like beginner's mistakes, but they are surprisingly common, and there are simple steps to avoid taking them. Gold fish your deck against another typical build. This may seem like a lot of work, but it can reveal some inherent flaws you have made in the spell booking process. Write your deck down on paper. This can be the most revealing, as you examine card numbers, and you go huh? This refining of the spell book will only help you to win. As well, another mistake new players make is by going out of school for nonsensical reasons. Only go out of school when you absolutely have to. This will capitalize your left over points, so that you may add a few more threats or defenses against unknowns, to your deck. Don't limit yourself by not thinking about your play. It's as important, if not more so, than the gameplay itself, as gameplay if nothing more than thought put into action. Make yours superior. You will win.
Responding to Situations
Well, if you have stuck with us this long, first of all I want to thank you for reading what I have poured my thought into! Second, I want to you to go back and read all I have written about responding to opponent's actions. This all applies here, but I want to delve further than just the surface, as most of Mage Wars revolves around responding to what the opponent does.
First of all, we need to examine what the opponent does during his quick action. Think about what this could possibly mean. Definitely think about it if he decides to hold his quick action, as it is a likely indicator that he has something nasty planned for our mage. Second, decide if what you planned to do with your quick action accurately and fully responds to what the opponent does. If not, sometimes it's better to hold your quick action for better things we can do during the Action phase.
Now, look at the board position and assess the initiative advantage you may, or may not have. Do this during your quick cast action, as you may not have time to before the opponent acts if he has initiative. If you do have initiative, go through all the actions you can take in your head, and think about how your opponent may respond. This is important, as you want to be able to correctly act when the opponent does decide to make his move. This will be a good time for you think about potential mistakes both you and the opponent can make, and to think what you can do to stop yours. Don't waste time thinking about what your opponent can do to stop his own mistakes, as you wish to capitalize on this.
Another situation you might encounter is when to use defenses. This may seem like an easy choice, but thinking about when to use defenses can mean the difference between life and death. First off, assess if the opponent has any cards in hand. If not, you may be in the clear to defend the hardest hitting monster. If not, you may want to think about what attack tricks the opponent may have. Defend the enemy that will hinder your plans the most, not the enemy that will hurt you the most. This is counterintuitive and tricky to put into practice, but I believe this is an important decision you as a player will have to make. As well, knowing when you put your creatures on guard is an important aspect that should not be taken lightly. Know what your opponent might do, and guard accordingly. Usually, we try to save guarding for near the end of the action phase, so that we potentially guard against a bigger attack, but you only want to guard as a last source defense. Never waste an action if you don't have to.
Knowing when to drop your mandatory reveals can be important, too. Drop them when they will hinder your plan the most, not at the first opportunity. If you see a defense your opponent could take to gain him tempo, try and stop that with a mandatory enchantment. As said before, this can often be stronger than casting a hard counter such as dispel or dissolve, so don't hesitate when you have the correct opportunity.
As such, knowing when to cast hard counters is just as important. Cast them when it will do the least to lose you tempo. Often we try to leave large non-creature threats on the board until we have the tempo, if possible, before removing the threat. This balances the loss of tempo you create by casting the hard counter, as well as stopping the enemy plan by a fraction.
Finally, I cannot stress enough that knowing when to retreat from an opponent's attack is the difference between living and dying in Mage Wars. If you look ahead and find that the opponent's attack will hinder your plans enough to kill you, retreat. In any other case, fight until you notice a mistake. If the opponent is using a spell based attack method, wait until he has little to no mana. Another option I like to take with me is the Drain power option, as it can really stop an attack from any angle long enough for you to retreat. It is not an attacking card by any means, and should not be seen that way, because if you are using it to attack, chances are you are already winning, and win more cards can be seen as an inefficient mistake, and not a way to win. Let them try and defend themselves, wasting their own time and resources. You should mount an attack high enough that they can not respond effectively to the situation, and you will win because of those mistakes. Patience, you must have, my young Padawan.
Creating Momentum
But how do you most effectively mount an attack in which they cannot respond? There are a few ways you can do this:
1. String smaller attacks into larger and larger attacks. You do this by either buffing weak creatures or attacking sparingly with one large creature/attack spell. This is a great tactic for swarm builds. In this way, you are slowly dealing damage onto the opponent, while waiting for them to go on the back foot, in which case you can start to drop larger creatures and attacks to hinder the opponents progress, until they eventually wither away.
2. Attacking support conjurations. Some builds will most effectively build momentum by destroying the resources the mage has worked so hard to create. By doing this, you are slowing taking away options from the opponent, until slowly, his defenses are nil compared to your offenses. By destroying his conjurations, you have left him nothing to hide behind, and therefore, nothing to attack with. This is most effectively done WHILE attacking the opposing mage, as you do not want to lose sight of your main plan: killing the mage. As well, you want to focus on the most effect conjurations first, and then assess your position. If destroying that conjuration puts you in a place to attack, do it. If not, in the words of the great Jerry Garcia, Keep Truckin.
3. Mounting for one ginormous, multi-round attack. This is where positioning is key. The placement of your monsters in the most effective attack range in order to unleash one big attack on the mage is the way big-creature builds will tend to build momentum. Use cards like force push, charge, and teleport to build momentum through positioning and corner the opponent into making an attack that he knows will not do much. And then counterstrike, and counterstrike hard.
Create momentum whenever you can. When an opponent makes a mistake, find a way to build momentum from that. When an opponent must react to a threat they cannot handle, again, build momentum. It is the only way you can win the game with any amount of consistency.
Winning Rewards
Do not think that any attack that has gone through has won you the game. You must always assume that the opponent has something else that can help him comeback, no matter what you may think. IF you killed a creature, it has not won you the game. If you have put the opponent to one life and you do not have initiative the next turn, you have not won the game (by any means). Never assume you have won, because it is in that assumption that you will lose. The opponent is a lot trickier than you think, because after all, he or she has the advantage of being a human, too.
Defending Vulnerabilities
The final rule I want to discuss is how to defend against potential weaknesses your build may have. The best way to do this, by far, is to preemptively prevent them in the spell book building step. You should have at least one way to deal with every single threat you come across in game. Testing will help you make sure this happens, but also, writing a list of all possible threats in the game will help you ensure your success. This may seem like a huge task, but in all reality, it's as simple as reading through the codex, and identifying threatening keywords such as flying and effects such as stun. In this way, you can stop the opponent's from taking advantage of your weaknesses, and start taking advantage of theirs.
Another potential set of vulnerabilities you may have is not mechanically based at all. They might be completely in the way you play. For example, you may have a habit of always dropping a block on your mage at the first opportunity you get. These sorts of ticks can only be cured by having a friendly opponent play with you, as well, you can start actively changing up what you do every game, that way you do develop a habit of becoming predictable. Predictability is a weakness, not a strength in this game, and you want to do all you can to avoid it. Note that I am not talking about openings here. Openings should be the first time the opponent sees what you are planning to do, as such; they are the time where the least amount of interactivity is possible. During that time, you want to be looking at what the opponent is doing, and look for weaknesses in both his game and yours.
Wow. What a journey this has been. I know that I have learned quite a bit from just writing this, and I do believe it will help those who do take the time to read it. If you do follow these rules, and they do not lead you to success, please share that with me, so that I can either help, or alter the rules as such that they will. Again, I want to thank you all for taking the time to read this wall of text. It's taken three full actions and 34 mana to write, so with that, I am passing on the quick cast, with the only hope that you all have enjoyed this trip as much as I have.
Cheers!
Padawan
P.S. If any of you all are going to Origins 2013, let me know! I'll be there at the MW booth, and at the tournament, come by! We'll get a game in!